/Engine/Source/Runtime/AIModule/Classes/Actions/PawnAction.h
Things to remember:
class UDEPRECATED_PawnAction : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
uint32:  1
bAllowNewSameClassInstance
If this is FALSE and we're trying to push a new instance of a given class, but the top of the stack is already an instance of that class ignore the attempted push
uint32:  1
bAlwaysNotifyOnFinished
If set, action will call OnFinished notify even when ending as FailedToStart
TObjectPtr<UBr...
BrainComp
: THIS IS HEREONLYBECAUSE OF THE WAY AI MESSAGING IS CURRENTLY IMPLEMENTED. WILL GO AWAY!
uint32:  1
bReplaceActiveSameClassInstance
If this is TRUE, when we try to push a new instance of an action who has the same class as the action on the top of the stack, pop the one on the stack, and push the new one NOTE: This trumps bAllowNewClassInstance (e.g. if this is true and bAllowNewClassInstance is false the active instance will still be replaced)
uint32:  1
bShouldPauseMovement
This is a temporary solution to allow having movement action running in background while there's another action on top doing its thing
uint32:  1
bWantsTick
TickAction will get called only if this flag is set.
friend
FPawnActionStack
FAIRequestID
RequestID
FAIResourcesSet
RequiredResources
Specifies which resources will be locked by this action.
friend
UDEPRECATED_PawnActionsComponent